/Engine/Source/Runtime/Engine/Classes/Components/InterpToMovementComponent.h
UMovementComponent
class UInterpToMovementComponent : public [UMovementComponent](API\Runtime\Engine\GameFramework\UMovementComponent)
bool
bCheckIfStillInWorld
Do we want this comp to perform CheckStillInWorld checks?
bool
bContainsActorControlPoints
Are there any actor control points in use
EInterpToBehavi...
BehaviourType
Movement behaviour of the component
uint32: 1
bForceSubStepping
If true, forces sub-stepping to break up movement into discrete smaller steps to improve accuracy of the trajectory.
bool
bIsWaiting
Have we hit something and are waiting for it to move to carry on moving
uint32: 1
bPauseOnImpact
If true, will pause movement on impact.
bool
bStopped
Have we stopped (because we hit something, or reached the end of the cycle
bool
bSweep
If true, will sweep for blocking collision during movement.
TArray<FInterp...
ControlPoints
List of control points to visit.
float
CurrentDirection
Current direction along spline timeline
float
CurrentTime
Current position on spline
float
Duration
How long to take to move from the first point to the last (or vice versa)
int32
MaxSimulationIterations
Max number of iterations used for each discrete simulation step.
float
MaxSimulationTimeStep
Max time delta for each discrete simulation step.
FOnInterpToReve...
OnInterpToReverse
Called when InterpTo impacts something and reverse is enabled.
FOnInterpToStop...
OnInterpToStop
Called when InterpTo has come to a stop.
FOnInterpToRese...
OnResetDelegate
Called when InterpTo reached the end and reset back to start .
FOnInterpToWait...
OnWaitBeginDelegate
Called when InterpTo has come to a stop but will resume when possible.
FOnInterpToWait...
OnWaitEndDelegate
Called when InterpTo has resumed following a stop.
ETeleportType
TeleportType
Physics teleport type.
float
TimeMultiplier
User to